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Process Log Included
Made for and Worked with Modern Wolf
Ratking
Responsibilities
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Defining the concept and goals. Assigning tasks, handling issues and communicating between disciplines.
Production
Creating, iterating and pitching the progression and key systems. Helping with the stealth and inventory systems.
System Design
Fully planning, discussing and implementing the character states, actions, interactions and feel. Along with art implementation.
3Cs Design & Implementation
Planning, then leading pitches/discussions with Modern Wolf. Handling slides, the extensive wiki documentation and itch page.
Presenting
Fully planning, designing and implementing the extraction zone (with feedback).
Level Design
Role(s)
Lead Designer, Level Designer, Technical Designer
Team Size
7
The Background
This university project was based on a brief from Modern Wolf, who we worked with over the 14 weeks. They requested a non-shooter game in the extraction genre. This led to me researching what an extraction game meant, then working with the team on a concept they liked.
This project had a heavy emphasis on the macro-design and game loop, always making sure to link back to risk vs reward.
Genre
2D Side-on Stealth Extraction
Duration
January 2023 - May 2023
The Project
An extraction game, where rather than facing your foes head-on, you must sneak your way through the sprawling feline mansion as a helpless little rat. With clever use of your agility, wits and nose, you'll liberate the fat cats of all of their treasures, before escaping. This project twists the extraction genre through its emphasis on stealth, and unique extraction and progression systems.
Details
We didn't get to define the genre, goal or success criteria. These restrictions led to immediate research intro extraction games. That and multiple reads of the brief led to us setting out what we wanted to accomplish very soon. This immediate emphasis on core fundamentals to base decisions on is a rule I still follow, especially in teams.
How to stick to and grow from a brief.
A big mistake I made was shying away from being producer despite being best suited for it. This led to a big gap, and I didn't step in to take over production until the final few weeks. Additionally, some of the tasks I took were to take a load of others, but this meant I was stretched too thin, and should have left artists to implement their assets, or programmers to implement the core movement system. Since this, I've been more determined to take roles I'm suited for, specialising early on in each project.
Why I should play to my strengths
When we started, I was nervous on how to talk to Modern Wolf, but soon into the first meeting I relaxed. I was too professional and stiff at first, but learned to be more business casual. Similarly, since we were meeting every two weeks, this encouraged an Agile methodology, which over the weeks I made more of a presence for the team.
How to work and interact with clients
Lessons Learned
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Production

Post-Production
Gallery
Charles Django
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